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Falcons Eye 1.9.3
Falcons Eye is a mouse-driven interface for NetHack. more>>
Falcons Eye project is a mouse-driven interface for NetHack.
Falcons Eye is a mouse-driven interface for NetHack that enhances the visuals, audio, and accessibility of the game, yet retains all the original gameplay, and game features.
Main features:
- mouse-driven interface (keyboard play also supported)
- high-res, isometric graphics with real-time lighting
- ease of play: autopilot, tooltip descriptions of game objects, and more
- digitized sound effects
- MIDI soundtrack (listen to some samples)
- sound effects and keyboard commands are customizable
- retains all NetHack features
<<lessFalcons Eye is a mouse-driven interface for NetHack that enhances the visuals, audio, and accessibility of the game, yet retains all the original gameplay, and game features.
Main features:
- mouse-driven interface (keyboard play also supported)
- high-res, isometric graphics with real-time lighting
- ease of play: autopilot, tooltip descriptions of game objects, and more
- digitized sound effects
- MIDI soundtrack (listen to some samples)
- sound effects and keyboard commands are customizable
- retains all NetHack features
Download (MB)
Added: 2007-01-04 License: GPL (GNU General Public License) Price:
1026 downloads
Falcon Firewall Project 0.1.5
The Falcon project is an open firewall project with the intention of developing an independent firewall system. more>>
The Falcon project is an open firewall project with the intention of developing an independent firewall system. [COPYRIGHT-1]
Falcon consists of different modules:
Falcons own proxies (generic TCP-Proxy and application specific proxies)
Squid for web access and caching (modified package for Linux)
BIND-8 for nameservice (coming soon)
qmail for mail communication
OS hardening (coming later)
The concept behind Falcon is pretty simple. It consists of three main parts:
Self-written proxy applications and configure-/logging facilities. These are all
written in Perl.
Third party applications like BIND, Squid, Qmail.
Concepts/instructions/tools for hardening the OS you want to run Falcon on.
Some third party proxies maybe replaced by self-written ones in the future (its up to you
<<lessFalcon consists of different modules:
Falcons own proxies (generic TCP-Proxy and application specific proxies)
Squid for web access and caching (modified package for Linux)
BIND-8 for nameservice (coming soon)
qmail for mail communication
OS hardening (coming later)
The concept behind Falcon is pretty simple. It consists of three main parts:
Self-written proxy applications and configure-/logging facilities. These are all
written in Perl.
Third party applications like BIND, Squid, Qmail.
Concepts/instructions/tools for hardening the OS you want to run Falcon on.
Some third party proxies maybe replaced by self-written ones in the future (its up to you
Download (0.032MB)
Added: 2006-07-13 License: GPL (GNU General Public License) Price:
1199 downloads
ARAnyM 0.9.5 Beta
ARAnyM comes from Atari Running on Any Machine and is virtual machine software for running the Atari ST/TT/Falcon OS. more>>
ARAnyM comes from Atari Running on Any Machine and is virtual machine software for running the Atari ST/TT/Falcon OS.
It is a virtual machine software for running the Atari ST/TT/Falcon operating systems (TOS, FreeMiNT, MagiC and others) and TOS/GEM applications on any kind of hardware - be it an IBM clone (read it as "PC", an Apple, an Unix server, a graphics workstation or even a portable computer.
We started this project to fill the demand of modern applications, games, demos and multimedia for higher CPU/graphics power. Quite frankly, you cant expect that 9-17 years old Atari hardware will replay fullscreen DivX movies, encode sound to Ogg Vorbis in real time or just compile a new FreeMiNT kernel or SDL game in a reasonable amount of time. Is that a reason to give up on Atari TOS/GEM altogether and switch to another platform/OS? No! ARAnyM is here to give you the much asked CPU speed, large amount of RAM, huge colourful graphics and anything else you need to keep running your favorite TOS/GEM applications.
We would like you to think about ARAnyM as about yet another TOS clone, similar to Medusa, Hades or Milan, but actually much cheaper and way more powerful. Our goal is to create a distribution installable from a floppy/CD that would turn any PC machine into full featured Atari power machine. If we were a hardware vendor we could even sell computers that would boot directly to TOS desktop! That could help all the remaining Atari users that wish to upgrade their aging machines.
Main features:
- MC68040 compatible CPU (including optional MMU!)
- MC68881 compatible FPU
- JIT Compiler for CPU and FPU (speeds up CPU+FPU up to 10x!)
- ST-RAM 14 MB
- Fast-RAM configurable 0-3824 MB
- Host accelerated fVDI graphics (large highcolor/truecolor resolutions)
- Access to Host OS filesystems using BetaDOS or MiNT native XFS driver
- Ethernet networking via host using MiNT-Net XIF driver
- TOS 4.x XBIOS compatible sound (16-bit 48 kHz stereo sound)
- Parallel port (bidirectional)
- MFP, IKBD, ACIA, VIDEL, BLITTER, FDC, IDE, DSP MC56001
Please note that most hardware emulation is there just to make TOS booting possible. It is not our goal to create an emulator of existing Atari machine. Dont expect that ill-designed applications will work as they would on original Atari machine. Still, our compatibility ratio is much much higher than any of the TOS clones achieved so far.
ARAnyM has been intended to run primarily on Linux/x86 but thanks to libSDL and effort of some ARAnyM team members it currently runs on the following platforms and operating systems:
- All 11 Debian GNU/Linux platforms
- MS Windows/x86 (Cygwin)
- NetBSD/x86
- OpenBSD/x86
- MacOS X/PPC
- Irix/SGI
- Solaris/Sun Sparc
- FreeMiNT/m68k (in progress)
- FreeBSD/x86 (in progress)
Please note that ARAnyM is tested and fully working on the Linux-ia32 only. Some of the other platforms/systems might not have all features enabled or might suffer from some bugs that are caused by limitations of the particular host operating system.
Enhancements:
- New release brings major speed up of the MMU version. FreeMiNT with MMU or Linux-m68k can be run on an average ARAnyM machine faster than on any real MC680x0 now. Mac OS X target has been improved and many smaller bugs have been fixed.
<<lessIt is a virtual machine software for running the Atari ST/TT/Falcon operating systems (TOS, FreeMiNT, MagiC and others) and TOS/GEM applications on any kind of hardware - be it an IBM clone (read it as "PC", an Apple, an Unix server, a graphics workstation or even a portable computer.
We started this project to fill the demand of modern applications, games, demos and multimedia for higher CPU/graphics power. Quite frankly, you cant expect that 9-17 years old Atari hardware will replay fullscreen DivX movies, encode sound to Ogg Vorbis in real time or just compile a new FreeMiNT kernel or SDL game in a reasonable amount of time. Is that a reason to give up on Atari TOS/GEM altogether and switch to another platform/OS? No! ARAnyM is here to give you the much asked CPU speed, large amount of RAM, huge colourful graphics and anything else you need to keep running your favorite TOS/GEM applications.
We would like you to think about ARAnyM as about yet another TOS clone, similar to Medusa, Hades or Milan, but actually much cheaper and way more powerful. Our goal is to create a distribution installable from a floppy/CD that would turn any PC machine into full featured Atari power machine. If we were a hardware vendor we could even sell computers that would boot directly to TOS desktop! That could help all the remaining Atari users that wish to upgrade their aging machines.
Main features:
- MC68040 compatible CPU (including optional MMU!)
- MC68881 compatible FPU
- JIT Compiler for CPU and FPU (speeds up CPU+FPU up to 10x!)
- ST-RAM 14 MB
- Fast-RAM configurable 0-3824 MB
- Host accelerated fVDI graphics (large highcolor/truecolor resolutions)
- Access to Host OS filesystems using BetaDOS or MiNT native XFS driver
- Ethernet networking via host using MiNT-Net XIF driver
- TOS 4.x XBIOS compatible sound (16-bit 48 kHz stereo sound)
- Parallel port (bidirectional)
- MFP, IKBD, ACIA, VIDEL, BLITTER, FDC, IDE, DSP MC56001
Please note that most hardware emulation is there just to make TOS booting possible. It is not our goal to create an emulator of existing Atari machine. Dont expect that ill-designed applications will work as they would on original Atari machine. Still, our compatibility ratio is much much higher than any of the TOS clones achieved so far.
ARAnyM has been intended to run primarily on Linux/x86 but thanks to libSDL and effort of some ARAnyM team members it currently runs on the following platforms and operating systems:
- All 11 Debian GNU/Linux platforms
- MS Windows/x86 (Cygwin)
- NetBSD/x86
- OpenBSD/x86
- MacOS X/PPC
- Irix/SGI
- Solaris/Sun Sparc
- FreeMiNT/m68k (in progress)
- FreeBSD/x86 (in progress)
Please note that ARAnyM is tested and fully working on the Linux-ia32 only. Some of the other platforms/systems might not have all features enabled or might suffer from some bugs that are caused by limitations of the particular host operating system.
Enhancements:
- New release brings major speed up of the MMU version. FreeMiNT with MMU or Linux-m68k can be run on an average ARAnyM machine faster than on any real MC680x0 now. Mac OS X target has been improved and many smaller bugs have been fixed.
Download (1.4MB)
Added: 2007-07-16 License: GPL (GNU General Public License) Price:
834 downloads
Hatari 0.95
Hatari is an Atari ST and STE emulator for Linux. more>>
Hatari is project an Atari ST and STE emulator for Linux, BSD, BeOS, Mac OS X and other systems that are supported by the SDL library. The Atari ST was a 16/32 bit computer system which was first released by Atari in 1985.
Using the Motorola 68000 CPU, it was a very popular computer having quite a lot of CPU power at that time. Unlike many other Atari ST emulators which try to give you a good environment for running GEM applications, Hatari tries to emulate the hardware of a ST as close as possible so that it is able to run most of the old ST games and demos.
Hatari is open source software and is distributed under the terms of the GNU General Public License (GPL).
Enhancements:
- This release brings you basic Atari TT and Falcon emulation! Please note that both new emulation modes are still highly experiemental, some few games and demos work, but most still have more or less big problems.
- Basic emulation of Falcon video shifter (Videl), NVRAM and DMA sound is in place. The biggest drawback: There is no working Falcon DSP emulation yet.
- Screen/Shifter emulation timings have slightly been changed. Some things now work better, some others work worse...
- Some patches for compiling on RiscOS and AmigaOS have been included.
- Compiling Hatari for Windows now works better.
- Added Hatari icon (hatari-icon.bmp).
- Fixed "movec" bug in 68020 CPU mode.
- Keyboard shortcuts for loading & saving memory snapshots (AltGr+k & AltGr+l).
- The built-in debugger has been slightly improved to be more user-friendly.
- Added "hmsa" tool a little program for converting .MSA files to .ST and vice versa.
<<lessUsing the Motorola 68000 CPU, it was a very popular computer having quite a lot of CPU power at that time. Unlike many other Atari ST emulators which try to give you a good environment for running GEM applications, Hatari tries to emulate the hardware of a ST as close as possible so that it is able to run most of the old ST games and demos.
Hatari is open source software and is distributed under the terms of the GNU General Public License (GPL).
Enhancements:
- This release brings you basic Atari TT and Falcon emulation! Please note that both new emulation modes are still highly experiemental, some few games and demos work, but most still have more or less big problems.
- Basic emulation of Falcon video shifter (Videl), NVRAM and DMA sound is in place. The biggest drawback: There is no working Falcon DSP emulation yet.
- Screen/Shifter emulation timings have slightly been changed. Some things now work better, some others work worse...
- Some patches for compiling on RiscOS and AmigaOS have been included.
- Compiling Hatari for Windows now works better.
- Added Hatari icon (hatari-icon.bmp).
- Fixed "movec" bug in 68020 CPU mode.
- Keyboard shortcuts for loading & saving memory snapshots (AltGr+k & AltGr+l).
- The built-in debugger has been slightly improved to be more user-friendly.
- Added "hmsa" tool a little program for converting .MSA files to .ST and vice versa.
Download (0.58MB)
Added: 2007-05-12 License: GPL (GNU General Public License) Price:
903 downloads
Warsow 0.31
Warsow is a fast paced FPS game. more>>
Warsow is a standalone first person shooter for Windows and Linux.
It offers eSport oriented FPS, fast-paced gameplay focused on trix (trick jumps) and the art of move. It offers a complete Power-up System including Weak and Strong fire mode for each weapon.
The graphics are in a cartoonish style with celshading-like_but_not_Manga style, mixing dark, flashy and dirty textures, matching the action full of fun and speed. The game got some of its inspiration from titles like Quakeworld, Quake3 CPMA, Jet Set Radio or Speedball.
Main features:
- Standalone game for Windows and Linux ;
- 3D Engine based on Qfusion (a modification of Quake 2 GPL engine) ;
- eSport oriented FPS ;
- Fast-paced gameplay focused on trix (trick jumps) and art of move ;
- Complete Power-up System including Weak and Strong fire mode for each weapon ;
- Cartoonish graphics with celshading-like_but_not_Manga style, mixing dark, flashy and dirty textures, matching with action full of fun and speed ;
- References : Quakeworld, Quake3 CPMA, Jet Set Radio, Speedball.
Enhancements:
- While the main focus of this release was to fix several bad bugs, there have also been some adjustments to maps, as well as several new features and engine enhancements.
<<lessIt offers eSport oriented FPS, fast-paced gameplay focused on trix (trick jumps) and the art of move. It offers a complete Power-up System including Weak and Strong fire mode for each weapon.
The graphics are in a cartoonish style with celshading-like_but_not_Manga style, mixing dark, flashy and dirty textures, matching the action full of fun and speed. The game got some of its inspiration from titles like Quakeworld, Quake3 CPMA, Jet Set Radio or Speedball.
Main features:
- Standalone game for Windows and Linux ;
- 3D Engine based on Qfusion (a modification of Quake 2 GPL engine) ;
- eSport oriented FPS ;
- Fast-paced gameplay focused on trix (trick jumps) and art of move ;
- Complete Power-up System including Weak and Strong fire mode for each weapon ;
- Cartoonish graphics with celshading-like_but_not_Manga style, mixing dark, flashy and dirty textures, matching with action full of fun and speed ;
- References : Quakeworld, Quake3 CPMA, Jet Set Radio, Speedball.
Enhancements:
- While the main focus of this release was to fix several bad bugs, there have also been some adjustments to maps, as well as several new features and engine enhancements.
Download (76.5MB)
Added: 2007-06-30 License: GPL (GNU General Public License) Price:
854 downloads
wmjiface 1.7cb
wmjiface is a simple text based network device status monitor. more>>
wmjiface is a simple text based network device status monitor.
It shows a weighted average of the traffic for the past several seconds. The average includes the overhead packets.
<<lessIt shows a weighted average of the traffic for the past several seconds. The average includes the overhead packets.
Download (0.025MB)
Added: 2006-10-30 License: GPL (GNU General Public License) Price:
1089 downloads
Vultures 2.1.0
Vultures is an isometric graphics interface to NetHack and SlashEM. more>>
Vultures is an isometric graphics interface to NetHack and SlashEM.
Vultures is a fork of the now dead "Falcons Eye" project.
An isometric graphics interface to NetHack. The interface was called "Falcons Eye", because the viewpoint resembles a "birds eye view".
This fork of the original "Falcons Eye" is called "Vultures Eye". "Vultures Claw" is the same interface, but for SlashEM
<<lessVultures is a fork of the now dead "Falcons Eye" project.
An isometric graphics interface to NetHack. The interface was called "Falcons Eye", because the viewpoint resembles a "birds eye view".
This fork of the original "Falcons Eye" is called "Vultures Eye". "Vultures Claw" is the same interface, but for SlashEM
Download (35.2MB)
Added: 2006-06-06 License: Other/Proprietary License Price:
1235 downloads
LSF::Hosts 0.01
LSF::Hosts is a Perl module to retrieve information about LSF hosts. more>>
LSF::Hosts is a Perl module to retrieve information about LSF hosts.
SYNOPSIS
use LSF::Hosts;
use LSF::Hosts RaiseError => 0, PrintError => 1, PrintOutput => 0;
($hinfo) = LSF::Hosts->new( [HOST_NAME] );
@hosts = LSF::Hosts->new();
LSF::Hosts is a wrapper arround the LSF bhosts command used to obtain information about lsf hosts. The hash keys of the object are LSF bhosts header values. See the bhosts man page for more information.
CONSTRUCTOR
new( [ [HOST_NAME] ] );
With a valid hostname, creates a new LSF::Hosts object. Without a hostname returns a list of LSF::Hosts objects for all the hosts in the system. Takes no arguments (jet).
<<lessSYNOPSIS
use LSF::Hosts;
use LSF::Hosts RaiseError => 0, PrintError => 1, PrintOutput => 0;
($hinfo) = LSF::Hosts->new( [HOST_NAME] );
@hosts = LSF::Hosts->new();
LSF::Hosts is a wrapper arround the LSF bhosts command used to obtain information about lsf hosts. The hash keys of the object are LSF bhosts header values. See the bhosts man page for more information.
CONSTRUCTOR
new( [ [HOST_NAME] ] );
With a valid hostname, creates a new LSF::Hosts object. Without a hostname returns a list of LSF::Hosts objects for all the hosts in the system. Takes no arguments (jet).
Download (0.003MB)
Added: 2007-04-17 License: Perl Artistic License Price:
920 downloads
CLARAty 0.10 Beta
CLARAty application is a coupled layer architecture for robotic autonomy. more>>
CLARAty application is a coupled layer architecture for robotic autonomy.
CLARAty stands for Coupled-Layer Architecture for Robotic Autonomy. It is a collaborative effort among four institutions: Jet Propulsion Laboratory, NASA Ames Research Center, Carnegie Mellon, and the University of Minnesota.
CLARAty is a framework that promotes reusable robotic software. It was designed to support heterogeneous robotic platforms and integrate advanced robotic capabilities from multiple institutions. Consequently, its design had to be portable, modular, flexible and extendable.
We are in the process of releasing most of the CLARAty infrastructure and several of its algorithms that have been approved for public release. Our objective is to engage the robotic community in the development and advancement of surface mobility and robotic control algorithms for challenging environments.
Vision:
- To provide a flexible and reusable robotic software framework to support the development and integration of advanced robotic technologies under the Mars Technology Program and other NASA programs. CLARAty also promotes the interoperability of components and algorithms on heterogeneous robotic platforms.
Mission:
- Establish a working group of roboticists from NASA and partnering universities.
- Capture requirements for robotic capabilities
- Develop and document a flexible framework to support advanced technologies on multiple robots.
- Prototype proposed framework to demonstrate improved capability over legacy systems
- Adapt to a number of robotic platforms and capture lessons learned
- Revise, improve, and document the framework
- Disseminate to the robotics community and engage for future enhancements.
<<lessCLARAty stands for Coupled-Layer Architecture for Robotic Autonomy. It is a collaborative effort among four institutions: Jet Propulsion Laboratory, NASA Ames Research Center, Carnegie Mellon, and the University of Minnesota.
CLARAty is a framework that promotes reusable robotic software. It was designed to support heterogeneous robotic platforms and integrate advanced robotic capabilities from multiple institutions. Consequently, its design had to be portable, modular, flexible and extendable.
We are in the process of releasing most of the CLARAty infrastructure and several of its algorithms that have been approved for public release. Our objective is to engage the robotic community in the development and advancement of surface mobility and robotic control algorithms for challenging environments.
Vision:
- To provide a flexible and reusable robotic software framework to support the development and integration of advanced robotic technologies under the Mars Technology Program and other NASA programs. CLARAty also promotes the interoperability of components and algorithms on heterogeneous robotic platforms.
Mission:
- Establish a working group of roboticists from NASA and partnering universities.
- Capture requirements for robotic capabilities
- Develop and document a flexible framework to support advanced technologies on multiple robots.
- Prototype proposed framework to demonstrate improved capability over legacy systems
- Adapt to a number of robotic platforms and capture lessons learned
- Revise, improve, and document the framework
- Disseminate to the robotics community and engage for future enhancements.
Download (MB)
Added: 2007-06-25 License: Free for non-commercial use Price:
851 downloads
S.C.O.U.R.G.E. 0.18
S.C.O.U.R.G.E. is a 3D Rogue-like game. more>>
S.C.O.U.R.G.E. is a rogue-like game in the fine tradition of NetHack and Moria. S.C.O.U.R.G.E. project sports a graphical front-end, similar to glHack or the Falcons eye.
Main features:
- Multi-level, random, scrolling dungeons. Populated with many, fearsome vermin for yer exterminatin pleasure
- Control a group of four ex-adventurers as they try to find dignity in their new profession
- An interactive world of items, characters, spells, enemies and traps
- Multiple missions per level, so you decide which dungeons to enter
Game Controls:
f1 - Toggle fullscreen (on most systems)
left mouse click - Open/Close doors, Move group / person / item (Click not drag! Click again to drop item. However, its click-and-drag to move items from containers... confusing, I know.)
right mouse click - Get info on item
i - Inventory (Party info)
o - Options
Esc - Quit mission
1,2,3,4 - Select a player to control
0 - Toggle group/single player control
f - Cycle thru group formations
[,] - Zoom in/out
arrows - Move scene (same as moving the mouse to the edge of the screen.)
CTRL+arrows - Rotate scene (same as CTRL+moving the mouse to the edge of the screen.)
(Shift makes the above two work slower.)
-When moving items, move the mouse over a creature and click again to drop/give the item to selected creature. Selected creatures light up in blue. You can only get/move items to places you can reach. You cant reach thru walls w/o a spell.
-When trying to open doors, the door wont open (or close) if something is blocking its path.
Enhancements:
- The code has been internationalized and includes an Italian translation.
- There is also a new drag-and-drop inventory UI and messaging window.
- There are many bugfixes, UI improvements, and new artwork.
<<lessMain features:
- Multi-level, random, scrolling dungeons. Populated with many, fearsome vermin for yer exterminatin pleasure
- Control a group of four ex-adventurers as they try to find dignity in their new profession
- An interactive world of items, characters, spells, enemies and traps
- Multiple missions per level, so you decide which dungeons to enter
Game Controls:
f1 - Toggle fullscreen (on most systems)
left mouse click - Open/Close doors, Move group / person / item (Click not drag! Click again to drop item. However, its click-and-drag to move items from containers... confusing, I know.)
right mouse click - Get info on item
i - Inventory (Party info)
o - Options
Esc - Quit mission
1,2,3,4 - Select a player to control
0 - Toggle group/single player control
f - Cycle thru group formations
[,] - Zoom in/out
arrows - Move scene (same as moving the mouse to the edge of the screen.)
CTRL+arrows - Rotate scene (same as CTRL+moving the mouse to the edge of the screen.)
(Shift makes the above two work slower.)
-When moving items, move the mouse over a creature and click again to drop/give the item to selected creature. Selected creatures light up in blue. You can only get/move items to places you can reach. You cant reach thru walls w/o a spell.
-When trying to open doors, the door wont open (or close) if something is blocking its path.
Enhancements:
- The code has been internationalized and includes an Italian translation.
- There is also a new drag-and-drop inventory UI and messaging window.
- There are many bugfixes, UI improvements, and new artwork.
Download (2.9MB)
Added: 2007-05-01 License: GPL (GNU General Public License) Price:
908 downloads
Pachi el marciano 1.2
Pachi el marciano project is a platforms game. more>>
Pachi el marciano project is a platforms game.
Pachi el marciano is a platforms game inspired by games like Manic Miner and Jet Set Willy.
The goal is to collect all the objects on each level; when this is done, the exit gate to the next stage will appear.
Pachi is a comics character created by Nicolas Radeff in 2001.
<<lessPachi el marciano is a platforms game inspired by games like Manic Miner and Jet Set Willy.
The goal is to collect all the objects on each level; when this is done, the exit gate to the next stage will appear.
Pachi is a comics character created by Nicolas Radeff in 2001.
Download (0.41MB)
Added: 2006-12-06 License: GPL (GNU General Public License) Price:
1053 downloads
Rekall 2.2.6
Rekall is the database front-end for KDE and the Web. more>>
Rekall is a database front-end, somewhat in the style of MicroSoft Access. However, Rekall is not itself a database, and does not include a database.
By this we mean that data is stored somewhere else in an SQL server, and Rekall is fundementaly just a tool to extract, display and update that data (of course, it does lots more than that, it does forms and reports and scripting and .... you get the idea).
It is database agnostic, and does not have any preferred database in the sense that Access(tm) uses the Jet. database engine (although the Windows version can use the Jet database engine via an ODBC driver).
Rekall can do lots of the things that you would expect of a database front-end (or if it cant, let us know!). You can design and use forms and reports, you can construct database queries, and you can import and export data (actually, you can copy data, import is just copy file to table, and export is just copy table to file). You can also create reusable components which you can use in forms and reports, to reduce application development time.
Rekall can be scripted using the the Python language. You can arrange that a script is executed when various events occur (for instance, when the user changes the value of a control).
Scripts can be associated directly with the event, but you can also store scripts in script modules for more general use. And, of course, you have full access to all the modules that are available for Python. Plus, Rekall has an integrated Python debugger with syntax highlighting.
RekallRevealed is run as a community website to support the GPL version of Rekall. Rekall is being included by some of the Linux distributions, and commercial components and support are available from TotalRekall and from theKompany.
Enhancements:
Dynamic Layouts
- Dynamic layouts allow you to create forms where controls automatically resize depending on settings such as font sizes, and as the user resizes the form. This is based on QTs layout engine, althougn only a restricted set of functions are available.
Tool Boxes
- Personally, the author is not a fan of tool boxes, but they seem to be popular, so Rekall now supports them. If you still prefer the old context menu mechanism, you can turn tool boxes off.
Wizards
- Lots of the controls now have control wizards which prompt you for the important settings. Hopefully wizards will be avaialble for all controls by the time 2.3.x becomes 2.4.0
Stock Databases
- Stock databases. Rekall will come with some stock databases (actually there is only one at present, the demo database, but more will be added over time) which can be used to create your own database. In addition, you can download stock databases from the web. See the Rekall section on downloading the database that runs this website!
Manual
- The manual can now be accessed via a dedicated manual viewer (loosely modelled on QTs assistant program).
Other stuff
- Lots of bug fixes, lots of other smaller additions.
Enhancements:
- 2.2.6 is the now latest stable release.
- Mostly bug fixes since 2.2.4, particularly a problem related (I believe) to the default style used by Fedora Core 4
<<lessBy this we mean that data is stored somewhere else in an SQL server, and Rekall is fundementaly just a tool to extract, display and update that data (of course, it does lots more than that, it does forms and reports and scripting and .... you get the idea).
It is database agnostic, and does not have any preferred database in the sense that Access(tm) uses the Jet. database engine (although the Windows version can use the Jet database engine via an ODBC driver).
Rekall can do lots of the things that you would expect of a database front-end (or if it cant, let us know!). You can design and use forms and reports, you can construct database queries, and you can import and export data (actually, you can copy data, import is just copy file to table, and export is just copy table to file). You can also create reusable components which you can use in forms and reports, to reduce application development time.
Rekall can be scripted using the the Python language. You can arrange that a script is executed when various events occur (for instance, when the user changes the value of a control).
Scripts can be associated directly with the event, but you can also store scripts in script modules for more general use. And, of course, you have full access to all the modules that are available for Python. Plus, Rekall has an integrated Python debugger with syntax highlighting.
RekallRevealed is run as a community website to support the GPL version of Rekall. Rekall is being included by some of the Linux distributions, and commercial components and support are available from TotalRekall and from theKompany.
Enhancements:
Dynamic Layouts
- Dynamic layouts allow you to create forms where controls automatically resize depending on settings such as font sizes, and as the user resizes the form. This is based on QTs layout engine, althougn only a restricted set of functions are available.
Tool Boxes
- Personally, the author is not a fan of tool boxes, but they seem to be popular, so Rekall now supports them. If you still prefer the old context menu mechanism, you can turn tool boxes off.
Wizards
- Lots of the controls now have control wizards which prompt you for the important settings. Hopefully wizards will be avaialble for all controls by the time 2.3.x becomes 2.4.0
Stock Databases
- Stock databases. Rekall will come with some stock databases (actually there is only one at present, the demo database, but more will be added over time) which can be used to create your own database. In addition, you can download stock databases from the web. See the Rekall section on downloading the database that runs this website!
Manual
- The manual can now be accessed via a dedicated manual viewer (loosely modelled on QTs assistant program).
Other stuff
- Lots of bug fixes, lots of other smaller additions.
Enhancements:
- 2.2.6 is the now latest stable release.
- Mostly bug fixes since 2.2.4, particularly a problem related (I believe) to the default style used by Fedora Core 4
Download (4.9MB)
Added: 2005-09-28 License: GPL (GNU General Public License) Price:
1497 downloads
PyNOVAS 0.1b2
PyNOVAS allows you to calculate the position and movement of the sun, moon, planets, and stars with great precision using Python more>>
PyNOVAS allows you to calculate the position and movement of the sun, moon, planets, and stars with great precision using Python.
PyNOVAS software is based on the NOVAS software used by United States Naval Office (USNO) to produce the Astronomical Almanac and MICA. Ephemerides are supplied by the Jet Propulsion Laboratory (JPL).
You can use this software for Celestial Navigation, and also as a basis for controlling astronomical equipment.
Enhancements:
- This beta release is based on swig 1.3.24 or higher and Python 2.3 or higher.
- It has more examples, including test.py, eclipse.py, and almanac.py
<<lessPyNOVAS software is based on the NOVAS software used by United States Naval Office (USNO) to produce the Astronomical Almanac and MICA. Ephemerides are supplied by the Jet Propulsion Laboratory (JPL).
You can use this software for Celestial Navigation, and also as a basis for controlling astronomical equipment.
Enhancements:
- This beta release is based on swig 1.3.24 or higher and Python 2.3 or higher.
- It has more examples, including test.py, eclipse.py, and almanac.py
Download (2.0MB)
Added: 2006-01-26 License: GPL (GNU General Public License) Price:
1368 downloads
MDB Tools 0.6pre1
MDB Tools is a set of tools for reading Microsoft Access MDB files. more>>
The MDB Tools project is a effort to document the MDB file format used in Microsofts Access database package, and to provide a set of tools and applications to make that data available on other platforms.
Specifically, MDB Tools includes programs to export schema and data to other databases such as MySQL, Oracle, Sybase, PostgreSQL, and others.
Also, included is a SQL engine for performing simple SQL queries. The 0.5 release includes an updated GUI interface (screenshot is available here). A sparse but functional ODBC driver is included as well.
MDB Tools currently has read-only support for Access 97 (Jet 3) and Access 2000/2002 (Jet 4) formats. Access 2000 support is a recent addition and may not be as complete as Jet 3 support.
Write support is currently being worked on and the first cut is expected to be included in the 0.6 release.
<<lessSpecifically, MDB Tools includes programs to export schema and data to other databases such as MySQL, Oracle, Sybase, PostgreSQL, and others.
Also, included is a SQL engine for performing simple SQL queries. The 0.5 release includes an updated GUI interface (screenshot is available here). A sparse but functional ODBC driver is included as well.
MDB Tools currently has read-only support for Access 97 (Jet 3) and Access 2000/2002 (Jet 4) formats. Access 2000 support is a recent addition and may not be as complete as Jet 3 support.
Write support is currently being worked on and the first cut is expected to be included in the 0.6 release.
Download (0.60MB)
Added: 2005-04-21 License: LGPL (GNU Lesser General Public License) Price:
1695 downloads
FlightGear 0.9.10
FlightGear is a free flight simulator project. more>>
The FlightGear flight simulator project is an open-source, multi-platform, cooperative flight simulator development project. Source code for the entire project is available and licensed under the GNU General Public License.
The goal of the FlightGear project is to create a sophisticated flight simulator framework for use in research or academic environments, for the development and pursuit of other interesting flight simulation ideas, and as an end-user application. We are developing a sophisticated, open simulation framework that can be expanded and improved upon by anyone interested in contributing.
There are many exciting possibilities for an open, free flight sim. We hope that this project will be interesting and useful to many people in many areas.
FlightGear is a free flight simulator project. It is being developed through the gracious contributions of source code and spare time by many talented people from around the globe. Among the many goals of this project are the quest to minimize short cuts and "do things right", the quest to learn and advance knowledge, and the quest to have better toys to play with.
The idea for Flight Gear was born out of a dissatisfaction with current commercial PC flight simulators. A big problem with these simulators is their proprietariness and lack of extensibility. There are so many people across the world with great ideas for enhancing the currently available simulators who have the ability to write code, and who have a desire to learn and contribute. Many people involved in education and research could use a spiffy flight simulator frame work on which to build their own projects; however, commercial simulators do not lend themselves to modification and enhancement. The Flight Gear project is striving to fill these gaps.
There are a wide range of people interested and participating in this project. This is truly a global effort with contributors from just about every continent. Interests range from building a realistic home simulator out old airplane parts, to university research and instructional use, to simply having a viable alternative to commercial PC simulators.
Flight Dynamics Models
With FlightGear it is possible to choose between three primary Flight Dynamics Models. It is possible to add new dynamics models or even interface to external "proprietary" flight dynamics models:
1. JSBSim: JSBSim is a generic, 6DoF flight dynamics model for simulating the motion of flight vehicles. It is written in C++. JSBSim can be run in a standalone mode for batch runs, or it can be the driver for a larger simulation program that includes a visuals subsystem (such as FlightGear.) In both cases, aircraft are modeled in an XML configuration file, where the mass properties, aerodynamic and flight control properties are all defined.
2. YASim: This FDM is an integrated part of FlightGear and uses a different approach than JSBSim by simulating the effect of the airflow on the different parts of an aircraft. The advantage of this approach is that it is possible to perform the simulation based on geometry and mass information combined with more commonly available performance numbers for an aircraft. This allows for quickly constructing a plausibly behaving aircraft that matches published performance numbers without requiring all the traditional aerodynamic test data.
3. UIUC: This FDM is based on LaRCsim originally written by the NASA. UIUC extends the code by allowing aircraft configuration files instead and by adding code for simulation of aircraft under icing conditions.
UIUC (like JSBSim) uses lookup tables to retrieve the component aerodynamic force and moment coefficients for an aircraft... and then uses these coefficients to calculate the sum of the forces and moments acting on the aircraft.
Extensive and Accurate World Scenery Data Base
Over 20,000 real world airports included in the full scenery set.
Correct runway markings and placement, correct runway and approach lighting.
Taxiways available for many larger airports (even including the green center line lights when appropriate.)
Sloping runways (runways change elevation like they usually do in real life.)
Directional airport lighting that smoothly changes intensity as your relative view direction changes.
World scenery fits on 3 DVDs. (Im not sure thats a feature or a problem!) But it means we have pretty detailed coverage of the entire world.
Accurate terrain worldwide, based on the most recently released SRTM terrain data.) 3 arc second resolution (about 90m post spacing) for North and South America, Europe, Asia, Africa, and Australia.
Scenery includes all vmap0 lakes, rivers, roads, railroads, cities, towns, land cover, etc.
Nice scenery night lighting with ground lighting concentrated in urban areas (based on real maps) and headlights visible on major highways. This allows for realistic night VFR flying with the ability to spot towns and cities and follow roads.
Scenery tiles are paged (loaded/unloaded) in a separate thread to minimize the frame rate hit when you need to load new areas.
Accurate and Detailed Sky Model
FlightGear implements extremely accurate time of day modeling with correctly placed sun, moon, stars, and planets for the specified time and date. FlightGear can track the current computer clock time in order to correctly place the sun, moon, stars, etc. in their current and proper place relative to the earth. If its dawn in Sydney right now, its dawn in the sim right now when you locate yourself in virtual Sidney. The sun, moon, stars, and planets all follow their correct courses through the sky. This modeling also correctly takes into account seasonal effects so you have 24 hour days north of the arctic circle in the summer, etc. We also illuminate the correctly placed moon with the correctly placed sun to get the correct phase of the moon for the current time/date, just like in real life.
Flexible and Open Aircraft Modeling System
FlightGear has the ability to model a wide variety of aircraft. Currently you can fly the 1903 Wright Flyer, strange flapping wing "ornithopters", a 747 and A320, various military jets, and several light singles. FlightGear has the ability to model those aircraft and just about everything in between.
FlightGear has extremely smooth and fluid instrument animation that updates at the same rate as your out-the-window view updates (i.e. as fast as your computer can crank, and not artificially limited and chunky like in some sims.)
FlightGear has the infrastructure to allow aircraft designers to build fully animated, fully operational, fully interactive 3d cockpits (which even update and display correctly from external chase plane views.)
FlightGear realistically models real world instrument behavior. Instruments that lag in real life, lag correctly in FlightGear, gyro drift is modeled correctly, the magnetic compass is subject to aircraft body forces -- all those things that make real world flying a challenge.
FlightGear also accurately models many instrument and system failures. If the vacuum system fails, the HSI gyros spin down slowly with a corresponding degradation in response as well as a slowly increasing bias/error.
Moderate Hardware Requirements
The intention of FlightGear is to look nice, but not at the expense of other aspects of a realistic simulator. Our focus is not on competing in the "game" market and not on the ultra-flashy graphic tricks.
The result is a simulator with moderate hardware requirements to run at smooth frame rates. You can be reasonably happy on a $500-1000 (USD) machine (possibly even less if you are careful) and dont necessarily need $3000 (USD) worth of new hardware like you do with the many of the newest games.
That said, the more hardware you throw at FlightGear, the better it looks and runs, so dont feel like you have to chuck your expensive new hardware if you just purchased it. :-)
Internal Properties EXPOSED!
FlightGear allows users and aircraft designers access to a very large number of internal state variables via numerous internal and external access mechanisms. These state variables are organized into a convenient hierarchal "property" tree.
Using the properties tree it is possible to monitor just about any internal state variable in FlightGear. Its possible to remotely control FlightGear from an external script. You can create model animations, sound effects, instrument animations and network protocols for about any situation imaginable just by editing a small number of human readable configuration files. This is a powerful system that makes FlightGear immensely flexible, configurable, and adaptable.
Networking options
A number of networking options allow FlightGear to communicate with other instances of FlightGear, GPS receivers, external flight dynamics modules, external autopilot or control modules, as well as other software such as the Open Glass Cockpit project and the Atlas mapping utility.
A generic input/output option allows for a user defined output protocol to a file, serial port or network client.
A multi player protocol is available for using FlightGear on a local network in a multi aircraft environment, for example to practice formation flight or for tower simulation purposes.
The powerful network options make it possible to synchronize several instances of FlightGear allowing for a multi-display, or even a cave environment. If all instances are running at the same frame rate consistently, it is possible to get extremely good and tight synchronization between displays.
Flight Gear and its source code have intentionally been kept open, available, and free. In doing so, we are able to take advantage of the efforts of tremendously talented people from around the world. Contrast this with the traditional approach of commercial software vendors, who are limited by the collective ability of the people they can hire and pay. Our approach brings its own unique challenges and difficulties, but we are confident (and other similarly structured projects have demonstrated) that in the long run we can outclass the commercial "competition."
Contributing to Flight Gear can be educational and a lot of fun. A long time developer, Curtis Olson, had this to say about working on Flight Gear:
Personally, Flight Gear has been a great learning experience for me. I have been exposed to many new ideas and have learned a tremendous amount of "good stuff" in the process of discussing and implementing various Flight Gear subsystems. If for no other reason, this alone makes it all worth while.
<<lessThe goal of the FlightGear project is to create a sophisticated flight simulator framework for use in research or academic environments, for the development and pursuit of other interesting flight simulation ideas, and as an end-user application. We are developing a sophisticated, open simulation framework that can be expanded and improved upon by anyone interested in contributing.
There are many exciting possibilities for an open, free flight sim. We hope that this project will be interesting and useful to many people in many areas.
FlightGear is a free flight simulator project. It is being developed through the gracious contributions of source code and spare time by many talented people from around the globe. Among the many goals of this project are the quest to minimize short cuts and "do things right", the quest to learn and advance knowledge, and the quest to have better toys to play with.
The idea for Flight Gear was born out of a dissatisfaction with current commercial PC flight simulators. A big problem with these simulators is their proprietariness and lack of extensibility. There are so many people across the world with great ideas for enhancing the currently available simulators who have the ability to write code, and who have a desire to learn and contribute. Many people involved in education and research could use a spiffy flight simulator frame work on which to build their own projects; however, commercial simulators do not lend themselves to modification and enhancement. The Flight Gear project is striving to fill these gaps.
There are a wide range of people interested and participating in this project. This is truly a global effort with contributors from just about every continent. Interests range from building a realistic home simulator out old airplane parts, to university research and instructional use, to simply having a viable alternative to commercial PC simulators.
Flight Dynamics Models
With FlightGear it is possible to choose between three primary Flight Dynamics Models. It is possible to add new dynamics models or even interface to external "proprietary" flight dynamics models:
1. JSBSim: JSBSim is a generic, 6DoF flight dynamics model for simulating the motion of flight vehicles. It is written in C++. JSBSim can be run in a standalone mode for batch runs, or it can be the driver for a larger simulation program that includes a visuals subsystem (such as FlightGear.) In both cases, aircraft are modeled in an XML configuration file, where the mass properties, aerodynamic and flight control properties are all defined.
2. YASim: This FDM is an integrated part of FlightGear and uses a different approach than JSBSim by simulating the effect of the airflow on the different parts of an aircraft. The advantage of this approach is that it is possible to perform the simulation based on geometry and mass information combined with more commonly available performance numbers for an aircraft. This allows for quickly constructing a plausibly behaving aircraft that matches published performance numbers without requiring all the traditional aerodynamic test data.
3. UIUC: This FDM is based on LaRCsim originally written by the NASA. UIUC extends the code by allowing aircraft configuration files instead and by adding code for simulation of aircraft under icing conditions.
UIUC (like JSBSim) uses lookup tables to retrieve the component aerodynamic force and moment coefficients for an aircraft... and then uses these coefficients to calculate the sum of the forces and moments acting on the aircraft.
Extensive and Accurate World Scenery Data Base
Over 20,000 real world airports included in the full scenery set.
Correct runway markings and placement, correct runway and approach lighting.
Taxiways available for many larger airports (even including the green center line lights when appropriate.)
Sloping runways (runways change elevation like they usually do in real life.)
Directional airport lighting that smoothly changes intensity as your relative view direction changes.
World scenery fits on 3 DVDs. (Im not sure thats a feature or a problem!) But it means we have pretty detailed coverage of the entire world.
Accurate terrain worldwide, based on the most recently released SRTM terrain data.) 3 arc second resolution (about 90m post spacing) for North and South America, Europe, Asia, Africa, and Australia.
Scenery includes all vmap0 lakes, rivers, roads, railroads, cities, towns, land cover, etc.
Nice scenery night lighting with ground lighting concentrated in urban areas (based on real maps) and headlights visible on major highways. This allows for realistic night VFR flying with the ability to spot towns and cities and follow roads.
Scenery tiles are paged (loaded/unloaded) in a separate thread to minimize the frame rate hit when you need to load new areas.
Accurate and Detailed Sky Model
FlightGear implements extremely accurate time of day modeling with correctly placed sun, moon, stars, and planets for the specified time and date. FlightGear can track the current computer clock time in order to correctly place the sun, moon, stars, etc. in their current and proper place relative to the earth. If its dawn in Sydney right now, its dawn in the sim right now when you locate yourself in virtual Sidney. The sun, moon, stars, and planets all follow their correct courses through the sky. This modeling also correctly takes into account seasonal effects so you have 24 hour days north of the arctic circle in the summer, etc. We also illuminate the correctly placed moon with the correctly placed sun to get the correct phase of the moon for the current time/date, just like in real life.
Flexible and Open Aircraft Modeling System
FlightGear has the ability to model a wide variety of aircraft. Currently you can fly the 1903 Wright Flyer, strange flapping wing "ornithopters", a 747 and A320, various military jets, and several light singles. FlightGear has the ability to model those aircraft and just about everything in between.
FlightGear has extremely smooth and fluid instrument animation that updates at the same rate as your out-the-window view updates (i.e. as fast as your computer can crank, and not artificially limited and chunky like in some sims.)
FlightGear has the infrastructure to allow aircraft designers to build fully animated, fully operational, fully interactive 3d cockpits (which even update and display correctly from external chase plane views.)
FlightGear realistically models real world instrument behavior. Instruments that lag in real life, lag correctly in FlightGear, gyro drift is modeled correctly, the magnetic compass is subject to aircraft body forces -- all those things that make real world flying a challenge.
FlightGear also accurately models many instrument and system failures. If the vacuum system fails, the HSI gyros spin down slowly with a corresponding degradation in response as well as a slowly increasing bias/error.
Moderate Hardware Requirements
The intention of FlightGear is to look nice, but not at the expense of other aspects of a realistic simulator. Our focus is not on competing in the "game" market and not on the ultra-flashy graphic tricks.
The result is a simulator with moderate hardware requirements to run at smooth frame rates. You can be reasonably happy on a $500-1000 (USD) machine (possibly even less if you are careful) and dont necessarily need $3000 (USD) worth of new hardware like you do with the many of the newest games.
That said, the more hardware you throw at FlightGear, the better it looks and runs, so dont feel like you have to chuck your expensive new hardware if you just purchased it. :-)
Internal Properties EXPOSED!
FlightGear allows users and aircraft designers access to a very large number of internal state variables via numerous internal and external access mechanisms. These state variables are organized into a convenient hierarchal "property" tree.
Using the properties tree it is possible to monitor just about any internal state variable in FlightGear. Its possible to remotely control FlightGear from an external script. You can create model animations, sound effects, instrument animations and network protocols for about any situation imaginable just by editing a small number of human readable configuration files. This is a powerful system that makes FlightGear immensely flexible, configurable, and adaptable.
Networking options
A number of networking options allow FlightGear to communicate with other instances of FlightGear, GPS receivers, external flight dynamics modules, external autopilot or control modules, as well as other software such as the Open Glass Cockpit project and the Atlas mapping utility.
A generic input/output option allows for a user defined output protocol to a file, serial port or network client.
A multi player protocol is available for using FlightGear on a local network in a multi aircraft environment, for example to practice formation flight or for tower simulation purposes.
The powerful network options make it possible to synchronize several instances of FlightGear allowing for a multi-display, or even a cave environment. If all instances are running at the same frame rate consistently, it is possible to get extremely good and tight synchronization between displays.
Flight Gear and its source code have intentionally been kept open, available, and free. In doing so, we are able to take advantage of the efforts of tremendously talented people from around the world. Contrast this with the traditional approach of commercial software vendors, who are limited by the collective ability of the people they can hire and pay. Our approach brings its own unique challenges and difficulties, but we are confident (and other similarly structured projects have demonstrated) that in the long run we can outclass the commercial "competition."
Contributing to Flight Gear can be educational and a lot of fun. A long time developer, Curtis Olson, had this to say about working on Flight Gear:
Personally, Flight Gear has been a great learning experience for me. I have been exposed to many new ideas and have learned a tremendous amount of "good stuff" in the process of discussing and implementing various Flight Gear subsystems. If for no other reason, this alone makes it all worth while.
Download (2.0MB)
Added: 2006-04-07 License: GPL (GNU General Public License) Price:
1533 downloads
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